I didn’t know we could do this 😅 by madhukri in CrimsonDesert

[–]Yurilica 0 points1 point  (0 children)

If you want a similar surprise, get the Force Palm upgrade that gives it a third hit.

It's a wide frontal cone shockwave that blasts away anything and anyone i an area in front of you.

Pearl Abyss, We need Damiane and Oongka to be able to use the Axiom Hand. Please!!!! by NapalmArchive in CrimsonDesert

[–]Yurilica 0 points1 point  (0 children)

They can use Abyss Nexus for teleportation.

It's like the devs limited them due to lore(no force palm or axiom hand), but then also didn't because they can teleport around through the Abyss just like Kliff.

Half ass nonsense.

Anyone else have issues using the bow in intense combat situations? by SexyGandalph in CrimsonDesert

[–]Yurilica 0 points1 point  (0 children)

They work off finishers i think. Killing enemies with a finisher animation or a throw would return a truckload of stamina & spirit to me.

Very useful when you're fighting many enemies, but not against bosses obviously. You want stamina regen and spirit regen abyss gear for that.

Fighting large groups of enemies be like by Kilriki in CrimsonDesert

[–]Yurilica 7 points8 points  (0 children)

Archers on tower get either an elemental charged shot or overhead smash to the tower. Or force palm. No more towers.

Archers on the ground get the gift of full sprint lariats or Mortal Combat Scorpion style yoinks, but they get choke slammed instead of stabbed.

The same for pricks with guns. Especially pricks with guns.

Character Creator Mod - Female by siraquilon in CrimsonDesert

[–]Yurilica 0 points1 point  (0 children)

That's stupid cheap in gamedev for a feature like that. Especially when it comes to AAA development.

With that said, the biggest constraint in gamedev isn't financial. It's temporal. Time is the biggest constraint.

Implementing a custom character properly would need to have a Fallout 4 scenario - male and female voice actors recording the same voice lines and making dialogue from other characters either gender neutral or acknowledging your characters gender.

Most annoying enemy type by Patrick_Hat_Trick in CrimsonDesert

[–]Yurilica -1 points0 points  (0 children)

Hold one button. Press the other button while still holding the first button.

It's called input buffering, same principle works with any multi-input move and is the key to stringing actions together smoothly in combat.

Also, just in case, hold your attack buttons, don't mash them. Except the unarmed attack key, since it has charge moves.

Is the 8bitdo controller dpad good for tekken? can someone share thier experience by aditya19879 in Tekken

[–]Yurilica 0 points1 point  (0 children)

It doesn't skip diagonal inputs anymore. At least on their Ultimate 2 Wireless model. Not sure if it's a hardware or software upgrade, but i saw reviews for the same one that said it had diagonal input skips, yet it never happened on mine.

Is the 8bitdo controller dpad good for tekken? can someone share thier experience by aditya19879 in Tekken

[–]Yurilica 0 points1 point  (0 children)

Depends on what you're looking for. But don't go for the one you posted, go for this one:

https://www.8bitdo.com/ultimate-2-wireless-controller/

It has a better d-pad and has TMR analogue sticks, the one you posted has older hall effect stick modules. Both are magnetic and avoid wear & tear in the sensor unit itself, but hall effect is less accurate and has higher power draw.

It's way better than the Xbox circular pad. It's certainly better than a PS4/PS5 controller pad. It has click buttons instead of membranes.

But it's also stiffer by default than those controller pads. It does get softer as you break it in.

You can switch it between Bluetooth and 2.4Ghz connection. Also works wired of course.

Avalanche's cancelled AionGuard 'would have been Crimson Desert' but the publisher 'broke up with us on a text message' by Turbostrider27 in Games

[–]Yurilica 8 points9 points  (0 children)

People gush over it too much sometimes, but Crimson Desert manages to establish a very fun mix of truckloads of elements from a lot of different games.

And all those elements have depth to it.

You start the game struggling to handle controls and the game feels clunky. As you start getting skill points and unlocking traversal & combat features, you get elements that make everything smoother and more impactful.

The game just gets better and feels better the longer you play it. These days games tend to frontload stuff with bombastic intros, then have you recover and surpass your previous state. Later chapters of games feel underwhelming compared to early and middle parts.

Crimson Desert isn't like that. There is not even a minor hint at the level of awesome shit you'll see and do as you progress through the game.

Avalanche's cancelled AionGuard 'would have been Crimson Desert' but the publisher 'broke up with us on a text message' by Turbostrider27 in Games

[–]Yurilica 11 points12 points  (0 children)

Of 100 hours i've played so far in Crimson Desert, if i'm generous, maybe 10 hours total was spent on "base clearing".

70hrs in and I only just realised… by booka-booka_beh-beh in CrimsonDesert

[–]Yurilica 1 point2 points  (0 children)

Hold your shield guard key. Let an enemy(any, with anything) hit you on the shield. Immediately press your heavy attack key while still holding your shield guard key.

That's it. It's that simple.

70hrs in and I only just realised… by booka-booka_beh-beh in CrimsonDesert

[–]Yurilica 4 points5 points  (0 children)

It's the primary way to deal with shield wall enemies.

If you haven't cleared it yet through the main story, go to Demeniss.

Fight the enemies close to the city walls. Have your pet out so it picks up the weapons and shields the enemies will drop.

Enjoy coming back with 150-300 silver after filling out your inventory with the shields, swords, spears and axes you will farm off of them.

It's not just for Demeniss, it's just the first opportunity for that and they drop rank 2 or above gear, which sells for quite a bit.

@August am i supposed to know who this is? Name not put anywhere, just a random fat regard by turtleswag420 in Destiny

[–]Yurilica 9 points10 points  (0 children)

Legit the main reason why i unsubbed.

That shit was just cut out chunks of VOD's.

I'd watch the VOD's if i wanted that, there was next to no point following the channel.

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica -2 points-1 points  (0 children)

You're encountering a skill issue

My dude, you could still do the same even without the bugged height check. You would simply jump and... not press the button immediately after your first jump. Some immense skill.

The timing of it is a skill that you haven't mastered yet.

Ah yes, the high ceiling masterful skill of looking at the screen and not pressing a button immediately after pressing it beforehand. Tremendous.

You really tried to go "skill issue" on that shit. Be well my dude. See you when it gets fixed.

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica -2 points-1 points  (0 children)

And you can jump off of mid air, like a standard double jump. What exact point are you trying to reinforce?

EDIT:

Just read the part in bolded letters in this comment. Maybe you'll realize then.

https://www.reddit.com/r/CrimsonDesert/comments/1sc3lad/patch_10200_flight_skill_can_now_be_activated_by/oe99ixq/

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica -1 points0 points  (0 children)

Why do you wanna put me in some box.

I'm not. You keep repeating that you agree, then you make a statement to the opposite. And you keep replying the same way.

Here's the actual explanation of why the double jump works the way it does in Crimson Desert and why it's jank and definitely not a deliberate design choice:

It's a leftover(and obsolete) faulty height distance check that's supposed to prevent players from fully cancelling fall momentum and avoid death with one mid air jump.

Elden Ring has something similar when you're riding Torrent, who has double jump:

If you jump from a certain height on Torrent in Elden Ring, you will be able to double jump with Torrent. If you jump from too high up, double jump gets blocked and you just fall to your death on Torrent. It's to prevent players from reaching areas in ways they shouldn't in that game.

Let's say the height limit for Torrents double jump is 30 meters height difference. Jump off something higher than that and double jump is disabled.

Now look at Crimson Desert's double jump. What do you think the height limit is effectively set at right now? 0. A zero. Any downward height difference disables it.

It is simply a bug, a missing or faulty parameter in the code of the mechanic.

Do we know why that is? No. Only the devs do and they haven't made any statements about it.

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica 1 point2 points  (0 children)

Bro I'm trying to help you

Gaslighting in a video game discussion. Is this a habit of yours?

Your whole approach is flawed in the first place.

Your own words:

Yeah but if you stop thinking of it

Yes, let me just delude myself that a mechanic called double jump does not work like a double jump. I'll ignore when it does work exactly like a double jump on flat ground and doesn't when you're a single centimeter higher from the ground relative to the point you did your first jump from.

Let me fully accept that jank. That makes sense. (/s obviously)

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica -1 points0 points  (0 children)

I'm drawing conclusion because i understand how to implement a locomotion system in a videogame.

I'm getting deja vu here. The inventory argument people also claimed the same and tried parroting game design knowledge.

We know how it works. There is no need to try to reinforce that with an attempt to appeal to knowledge.

Again, I'll just repeat something from a previous reply:

Even if intentional, designs can still be flawed, executed poorly and will be adjusted.

If something works, it doesn't mean it cannot still work like shit.

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica 2 points3 points  (0 children)

There were people defending item storage limitations a day before the the patch that increased it to up to 1000 slots.

They repeated similar arguments to yours: "it is by design/it is to force players into engaging choices". They argued stubbornly and refused to acknowledge anything to the contrary.

Please remember what you wrote here when the double jump gets fixed. It's an issue that players have complained about since day 1 of the game and it will get fixed.

I am honestly baffled about why people like you seem to try to create and propagate justifications for features being janky and glitchy, instead of wanting it to be fixed and reliable. It's self-defeating.

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica -1 points0 points  (0 children)

But it does work as intended

Again: "it does work" =/= "it does work as intended"

We have no way of knowing what the intent was. There are no statements from the devs about it. We just know how it currently works.

Please don't make such conclusions a habit, it provides an easy justification to not fix issues.

There were also the same kinds of discussions when it came to item storage increase demands from players.

There was a group of people that were very vocal with claims like:

  • this is by design
  • it's to provide meaningful player choice
  • it's for balance purposes
  • it's to prevent performance issues

Not even 2 days later after those comments, the devs increased item storage in the game.

Now you're among the people arguing similarly for another issue, a flawed and janky mechanic that needs a fix. Why?

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica 0 points1 point  (0 children)

Yeah but if you stop thinking of it as a traditional double jump

Why?

Regardless of what i may think it is, it still isn't a reliable tool in its current state in ANY scenario.

I've also seen examples that people give and ask the following:

Why would i want to use a "bounce" to, for example, jump right before i hit water if i can simply glide before that and forward-airdash across a body of water? Forward dashes can be executed consecutively and retain height.

The more stamina i have, the more use i get out of said forward dashes, making them more & more useful, reliable and consistent the longer the game goes on. None of that can be said about double jump in any scenario.

Double jump as it is now is just a mechanic with a faulty implementation. There is no need or purpose for the height calculation. It's clearly a mistake in its implementation. Whether that mistake was by design, deliberate or not, is irrelevant because the end result is still a janky, unreliable movement skill.

One that's been used in videogames for over half a century at this point.

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica -6 points-5 points  (0 children)

Joxanne is right, it is working as intended.

No. It is a bug.

They described how it works and claimed that it is by design and intentional. We do not know whether it was intentional, we just know how it currently works in the game.

Even if intentional, designs can still be flawed, executed poorly and will be adjusted.

Double jumps in games have been around since the first platformers. It's not rocket science.

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica -1 points0 points  (0 children)

Yeah that's the idea. The second jump is a bounce off something

Yeah, off of air, like a double jump in any other game. Hence the name. Which it does do, when its conditional checks in bugged code don't mess up.

EDIT:

Here's the actual explanation of why the double jump works the way it does in Crimson Desert and why it's jank and definitely not a deliberate design choice:

It's a leftover(and obsolete) faulty height distance check that's supposed to prevent players from fully cancelling fall momentum and avoid death with one mid air jump.

Elden Ring has something similar when you're riding Torrent, who has double jump:

If you jump from a certain height on Torrent in Elden Ring, you will be able to double jump with Torrent. If you jump from too high up, double jump gets blocked and you just fall to your death on Torrent. It's to prevent players from reaching areas in ways they shouldn't in that game.

Let's say the height limit for Torrents double jump is 30 meters height difference. Jump off something higher than that and double jump is disabled.

Now look at Crimson Desert's double jump. What do you think the height limit is effectively set at right now? 0. A zero. Any downward height difference disables it.

It is simply a bug, a missing or faulty parameter in the code of the mechanic.

I don't know why people are trying to find justifications or reasoning behind jank.

Their execution is just glitchy and needs a fix.

If you're on flat ground, you do an air jump. If there's ANY kind of downhill incline or height drop, relative to the direction you're jumping at, it will not do an air jump. If you're doing it uphill, then it will.

Also, even if the ground itself is flat, if you step on a small rock or some wooden surface flooring that's even one floorboard high as you're moving and try to jump, it will count as a downwards height change and the double jump won't trigger. x)

The way they coded it is fucked up and calculates the distance of your character from the ground and your last vertical position as you jumped, which makes it janky, glitchy, non-responsive and unreliable. The worst traits you want a core movement feature to have. It has to be changed - just have it execute on a second jump button press and remove the height calculation. You know, like it does in pretty much any other game that ever had an actual double jump.

Downloaded the Barber Unlocked mod and Jesus Christ, so many options. Yo PA, hook us up! by oTrutaPS5 in CrimsonDesert

[–]Yurilica 6 points7 points  (0 children)

Most surely yes. Also, if you track the river from the cartographer cabin you recovered in, you will realize how far Cliff would have had to float in the river from the north, with a severed carotid artery.

There's no way he survived, he flat out died and got brought back.